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Tag: game feel

Risk Mitigation: Add more Details to Death Animation

22. January 202122. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. I tried quickly if more details for death animation would […]

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Risk Mitigation: Test Bloodstain for Bullet Exit Wounds

5. January 20215. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. In this blog article I tested bloodstain for exit wounds, […]

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Risk Mitigation: Test More Random for Shell Ejection

5. January 20215. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. I will play with the random factor for shell ejection, […]

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Risk Mitigation: Test Bigger Muzzles

31. December 202031. December 2020 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. I will try different sizes of muzzles and add a […]

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Lens #14: The Lens of the Problem Statement

15. October 202022. October 2020 Christian Liesch Leave a comment

The lens #14, the lens of the problem statement from The Art of Game Design: A Book of Lenses written by Jesse Schell. Design is about solving problems, but if you don’t know what problem you solve then it is pretty hard to design something, it’s like designing in a vacuum. This lens can be […]

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Lens #13: The Lens of Infinite Inspiration

6. October 202022. October 2020 Christian Liesch Leave a comment

The lens #13, the lense of infinite inspiration from The Art of Game Design: A Book of Lenses written by Jesse Schell. The core of this lens is to look everywhere else than to other games. What experience in my life would I like to share with others? In what small way can I capture […]

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Shoot in All Directions

15. September 202022. October 2020 Christian Liesch Leave a comment

I can now shoot in all directions with my little cute hero. And you can see he enjoys it a lot! My game goes now the action game path with a very simple level design. The idea is to improve the visuals with small little details. The ejected shells are one sample, the hearth if […]

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Lens #11: The Lens of Unification

15. September 202022. October 2020 Christian Liesch Leave a comment

The lens of unification of The Art of Game Design: A Book of Lenses is the next lens I want to look at through on our game All Fucked Up. The book was written by Jesse Schell and is one of the most useful books about game design with its unique approach of lenses. Unification […]

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Lens #10: The Lens of Holographic Design

3. September 202022. October 2020 Christian Liesch Leave a comment

The next lens I want to look through on our game All Fucked Up is the lens of holographic design from the book The Art of Game Design: A Book of Lenses written by Jesse Schell. This lens is about seeing the four elements (Aestetics, Story, Technology, and Mechanics) and the player experience in a […]

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Lens #9: The Lens of the Elemental Tetrad

2. September 202022. October 2020 Christian Liesch Leave a comment

The next lens I want to look through on our game "All Fucked Up" is the lens of elemental tetrad from the book The Art of Game Design: A Book of Lenses written by Jesse Schell. Elemental tetrad is the diamond shape of the four elements aesthetics, story, technology, and mechanics. I will now answer […]

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